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Do Maths Anxiety and Gender Limit the Spontaneous Home Usage of an Educational Game? A Preliminary Study

  • Pierpaolo Dondio

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

In this study, we examined the spontaneous use of an educational game at home after pupils were exposed to it during a six-week game-based learning intervention in school. We investigated what influenced this decision, focusing on two factors—maths anxiety and gender—that are known to potentially act as barriers to both maths engagement and video game engagement. The game interactions of 1,900 primary school students were monitored for three months after the classroom intervention. We found that half of the students played the 7 Spells game at home. As expected, game performance and game enjoyment significantly predicted the decision to continue playing from home. Notably, however, maths anxiety did not limit home play, and no gender effect was found—girls played as much as boys. Our findings underscore the potential of educational games to foster spontaneous practice, making maths practice more inclusive and sustainable beyond the classroom.

Original languageEnglish
Title of host publicationGames and Learning Alliance - 14th International Conference, GALA 2025, Proceedings
EditorsSander Bakkes, Francesco Bellotti, Pierpaolo Dondio, Manuel Ninaus, Vanissa Wannick, Antonio Bucchiarone
PublisherSpringer Science and Business Media Deutschland GmbH
Pages394-400
Number of pages7
ISBN (Print)9783032110428
DOIs
Publication statusPublished - 2026
Externally publishedYes
Event14th International Conference on Games and Learning Alliance, GALA 2025 - Utrecht, Netherlands
Duration: 19 Nov 202521 Nov 2025

Publication series

NameLecture Notes in Computer Science
Volume16307 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference14th International Conference on Games and Learning Alliance, GALA 2025
Country/TerritoryNetherlands
CityUtrecht
Period19/11/2521/11/25

Keywords

  • digital game-based learning
  • maths anxiety

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